
#version 130
#pragma debug(on)

in vec4 position;
in vec3 color;
in vec2 texCoord;

out vec2 outTexCoord;
varying float z;

void main()
{
	//Pass data
	gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix *position;
	gl_FrontColor = vec4(color.rgb, 1);

	outTexCoord = texCoord;

	//z = gl_Position.z;

	//texCoordOut = texCoordIn;
}
